Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in. |
A stupid rainy day. Another one, the umpteenth in Soviet Europe. It kindly keeps the dust down, but moving through the rubble is difficult: the risk is that of slipping and breaking a bone. I'm in the right alley. I can't see the door, though... Ah! There it is, at the end, behind those boards. Now it's only a question of grit--stepping into a future that sounds so surreal.
But even so, less surreal than what we've endured in this wrecked country for the last forty years...
Berlin, 1987. It is October 18th.
---
**CONTENT WARNING***
This is a POLITICAL story. Some of the characters and situations described herein belong to systems that existed in the past and that history has already judged. However, especially in recent years, what has been taken for granted for decades has become "controversial" and "divisive" again, hence this warning.
Furthermore, the game contains scenes of narrated or imagined violence that may offend the sensibilities of some readers. In particular, it deals with torture (not directly narrated but understood by the context), death (sometimes mildly graphic), psychological enforcing, weapons and guerrilla situations, up to thermonuclear aftermath. If any of these themes are hostile to you for any reason, we recommend that you do not play the game.
2nd Place - PunyComp 2024
Winner, Outstanding Inform 6 Game of 2024; Winner, Outstanding PunyInform Game of 2024 - The 2024 IFDB Awards
| Average Rating: Number of Reviews Written by IFDB Members: 4 |
This long puzzler is an entrant in the 2024 Puny Comp, written in PunyInform and using the comp theme of the years around 1980.
It's basically like 4 games wrapped in one, increasing its length. The idea (which is complex so I may have it wrong) is that you're part of a series of spies who've taken the name Gromov as a way to be anonymous, and you and several other organizations are trying to change the history of the world. There are either 2 or 3 histories at play: one drone-filled world you start in, the normal world we live in, and a future where the US has been largely obliterated by nuclear weapons.
Most of the game is in the latter world. You explore three regions, each with their own themes, like clocks, music, and machinery. Then there is a final endgame.
The puzzles are quite difficult, and I was often stuck and reached out for help multiple times. You have to use intuition and experimentation, and it's not always clear what you should do. So this is great if you like carefully detailing notes and chewing on things for a long time, and less fun for casual players who just want to experience the story.
There were a lot of testers and implementation and writing were mostly smooth. I found a few small typos I passed onto the author, who has taken care of them. Outside of that, it's significantly polished.
Like it warns at the beginning, this game follows traditional viewpoints on WWII and the cold war, with the British as heroes and Nazi Germany (and later Soviet Russia) as the bad guys.
I would like to say that it is my decades of IF experience that allowed me to suss out the subtle gradations of influence that gave rise to A Train to Piccadilly. But after you get through the linear prologue, you’re given a choice of three objects that will whisk you to different times and places, one of which plays host to a conspicuously-placed jigsaw puzzle. And if that’s somehow too recondite a reference, the third of those objects is straight-up just a copy of Trinity.
So what we’ve got here is an entry in the canonical-but-rarely-attempted genre of romp-through-puzzle-filled-historical-and-allegorical-vignettes. Despite the idyllic title, the story starts in a post-apocalyptic past, with the triumph first of Hitler and then of Stalin has cast all of Europe under a totalitarian pall far worse than the historical Iron Curtain (…don’t even ask about the U.S.). You play a member of a resistance movement, whose mission is to collect far-flung artifacts in hopes of somehow correcting the moment when the timeline got out of joint.
This isn’t laid out in po-faced infodumps, thankfully – the game throws you into a deadly situation from the get-go (there are a lot of action sequences, many of them quite tricky, but UNDO will get you through them), and then dispenses worldbuilding sparingly, relying on the player to put the pieces together from isolated documents, strange encounters with people who know more than they’re saying, and the odd cutscene. Sure, there is one bit where a superior provides something resembling a briefing, but it’s got more in common with a Dostoevsky novel than a traditional pre-mission psych-up:
"Confused, I ask: '…and where are we?' In the Berlin underground doesn’t seem to be the right answer.
"'Nowhere, and at no time. Or, perhaps, in all places and at all times. A question of splitting hairs.'"
The writing is really good throughout, actually, not encumbering the puzzles with excessive ornamentation but providing plenty of evocative details. Here’s a bit of scenery for the opening scene, which underlined the physical misery of living in this world:
"Tents and curtains stretched between buildings, forming a series of overlapping levels—I imagine they were once used to dampen the rain. Unfortunately, now, while good for hiding, they are useless for the purpose for which they were erected. Water cascades in torrents from one tent to the next, amplifying the downpours on the ground."
It quickly becomes clear that this is a puzzle-forward game, however. Each of the three main branches has a distinctly different area of focus: one is a single multi-step puzzle-hunt style conundrum involving exotic methods of decoding and recoding information, one is a set of musical variations on a theme, and the last requires traversing a series of environmental puzzles to make progress through a hostile area. I don’t want to go into too many details because they’re almost all very good, with the puzzle-hunt one especially impressing me with its elegance. I did find it the toughest, however, and was glad for the existence of invisiclues linked off the game’s IFDB page.
While they’re uniformly well-designed, though, they’re not always integrated into the story. The hostile-environment branch I think does the best job of grounding its challenges in diegetic reality (and perhaps as a result, I managed to get through it without any hints, even a tricky-in-retrospect password-guessing bit). The music one is more equivocal, with some implausible elements like a song-generating staircase running through a castle being used as a torture prison, though this branch does have some neat thematic elements, like the way your reuse of apples in multiple solutions echoes the theme-and-variation mode of musical composition. And for all that I admire the elegant way the strands of the puzzle hunt come together, I have not the foggiest idea how any of it can be justified in narrative terms – it feels like a really well-done crossword crashing into the narrative and daring the player to say boo.
As for that narrative, while I found it ran decidedly second-place to the puzzles, it’s pretty fun in its own right. The nonlinear, mystery-box storytelling and effectively dystopian picture of a triumphant Soviet empire make each plot point feel urgent and compelling when it comes. I confess that I didn’t find the last revelation especially plausible – (Spoiler - click to show)come on, Churchill is cool and all but there’s no way assassinating him before he became PM would let Hitler win – but I suppose it’s the nature of the genre to focus on key, personalized turning points in history. Even if it’s a more correct take, “Allied victory in WWII was guaranteed given the inability of the Axis to target the U.S.’s overwhelmingly large industrial base” doesn’t really lend itself to dramatic scenarios where one person can suddenly shunt the future into an entirely different track. That’s only one of the many reasons why this subgenre is so tricky to get right, and, I suspect, why we’ve seen so few authors make a run at it in recent decades. Kudos, then, to Train to Piccadilly for calling its shot, and for nailing so much of the follow-through.
Around about halfway into the game, I found myself thinking something like 'gee, the tone of this one reminds me of something else I've played, in a good way. I wonder..."
Then I took a closer look at the box.
Still, it's not remotely derivative; moreso, it's pleasantly reminiscent of some of the best, eeriest magical realism in games that have come before. It just works nicely.
In terms of structure, the three-fold parallel approach fits well and avoids any headaches; it's very merciful and allows the player to focus on puzzling. And goodness, the puzzling. These expect you to think on your feet, notice and examine everything, make some logical leaps, take breaks and backtrack, and think laterally. The parser is generally your friend throughout. Where this design approach doesn't work so well is in the intro 'action' scene and to a lesser extent in the finale; when the player is put under real or apparent time pressure I feel that things should be more closely cued.
It's a long ride but it's very satisfying to finish. I deliberately haven't said much about the story; I think it complements the puzzles and keeps the player attached, but of course many questions are left unanswered.
New walkthroughs for March 2025 by David Welbourn
On Thursday, March 27, 2025, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works...
Outstanding PunyInform Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best PunyInform game of 2024. Voting is open to all IFDB members. Eligible...
Outstanding Inform 6 Game of 2024 by MathBrush
This poll is part of the 2024 IFDB Awards. The rules for the competition can be found here, and a list of all categories can be found here. This award is for the best Inform 6 game of 2024. Voting is open to all IFDB members. Eligible...
2026 Review-a-thon - games seeking reviews (authors only) by Tabitha
The IF Review-a-thon is an event meant to spur reviews of games that haven't received much reviewing attention. If you're an IF author who would like more reviews of your work, feel free to submit your eligible works (up to three per...